6.1: Return of the Shockadin
Work in progress guide, but it's mostly layout and crap that should be dealt with once this gets put up. I will not be going over any mythic or LFR fights.
6.1 made two big changes for Holy DPS: Both Holy Shock and Denounce damage got buffed by 50%. Before this change we could do single target damage on par with tanks in survival mode, but after this change we can do ST damage to the tune of 40k DPS at ilvl 695. This is a guide to help you get the most from what Shockadins have to offer.
Note that Holy does do less damage than pretty much all DPS specs assuming equal gear and equal play. Chat with your raid leader about whether you'll be allowed to go DPS since you might not be up to par. This is a healing spec after all so don't expect to compete unless you're playing with people who aren't very good at their class.
Table of Contents:
Glyphs
DPS abilities and priority
Gearing
Talents
Highmaul boss overviews
BRF boss overviews
Glyphs:
Before we get to other parts of the guide, it must be said that Shockadin absolutely requires two major glyphs to do good damage: Harsh Words and Holy Shock. Harsh Words is needed to give a damaging Holy Power dump while Holy Shock is needed to boost Holy Shock's damage. HS is the largest part of our DPS at 38-42%, which means the glyph contributes 1/5th of that (25 of 125 is 1/5) so not using it is a 9% DPS loss compared to using it. Harsh Words is technically less DPS than that but not using it means less burst potential and it's wasted resources. HaW is also the main reason for burst DPS using Holy Avenger.
Merciful Wrath might be a boost in some circumstances. Using SimC version 612-02 I'm seeing it as a DPS loss, but in version 610 or so it was a DPS gain. Your mileage may vary.
Damage abilities and priorities:
Shockadins have four worthwhile damage abilities and their priority order is:
L90 talent
Harsh Words
Holy Shock
Denounce
Notice that none of those except the L90/T6 talents can deal AoE damage. Thus shockadin has no AoE or cleave and on fights where that is required (such as Tectus) you will not be able to keep up with other DPS who have proper kits to deal with that.
Gearing:
The general trend for stats is Multistrike>Crit=Haste>Versatility.
Mastery is not on the list because Shockadin gets no damage bonus from it whatsoever.
It might seem odd that crit isn't on top. That's due to Holy Shock being able to get 100% crit during AW. All the plots for Shockadin have a point on them where crit suddenly gets lower value. It's not a huge change, but it is noticeable since it lowers crit's value below multistrike's value.
Don't be fooled if you sim for stat weights only and get haste as worse than versatility or better than multi. Plotting it out will show it dances around crit and averages out about the same in the long run.
The PVP 2 piece bonus does not work on PVE bosses. Only use PVP gear if the stats are better such as our crit/multistrike PVP gloves if you don't have the tier gloves instead. The T17 PVE set bonuses are worthless for Shockadin DPS so use what other stuff you get.
Spirit gear is not worthwhile to use in a pure Shockadin setup. If you're doing a hybrid role and need the mana for healing too then it might be useful. This might change in the future if Blizzard buffs spirit like they mentioned is possible in the latest Q&A. If spirit gets buffed to give an equal amount of spellpower then it would be the best secondary stat for DPS.
Note that SimC says mana is an issue for longer fights but something is wrong with the way it handles Holy's mana since players in game say it's impossible to lose mana just using Holy Shock on CD. Fixing the mana issue in sims is not a priority because simulating Holy healing has been disabled due to crashes in SimC and there being almost no demand for it. Holy DPS is still maintained because I let the devs know about changes in it and it's very easy to maintain.
Talents:
(T1 / L15) Movement
Speed of Light is the go-to talent for this tier simply because many situations require a sprint and then you can go back to turret mode.
Pursuit of Justice has its place if you simply want a base speed boost and might be riding on some HoPo. The benefit maxes out at 3 HoPo so if you only use Harsh Words at 5 then you always have at least a 25% speed buff and often a 30%.
Long Arm of the Law is very, very rarely worthwhile because Judgment damage is so incredibly weak. It also requires an enemy target to cast it on which might not be possible depending on the fight and where you're positioned. Don't take it.
(T2 / L30) Crowd Control
Fist of Justice is the best talent this tier. Many enemies can be stunned and with such a short cooldown it's a no-brainer to use this.
At the moment both Repentance and Blinding Light are poor choices. It's rare that something in boss encounters will be worth the CC either provides.
(T3 / L45) Healing spells
Sacred Shield is the only option here if you're ever going to use this tier for utility/healing.
Eternal Flame does not work with Harsh Words and consumes HoPo instead of Harsh Words, so it's always a loss to use it. If it could do WoG's damage on an enemy then cast the HoT on an ally with Beacon it would be used.
Selfless Healer is laughably bad and should not be taken. In fact, even if it made Judgments grant Holy Power it would be behind on DPS because Judgment's damage is so terrible to begin with and 1 Harsh Word does not make up the difference between 3 Judgments and 4 Denounces.
(T4 / L60) Utility
These talents will vary based on the fight and all of them have some use. Pick whichever one works for you and your raid.
(T5 / L75)
Holy Avenger and Sanctified Wrath are both viable with their pros and cons. Holy Avenger grants more burst damage and is an extra cooldown while Sanctified Wrath gives more steady and overall DPS. Which one is better will depend on the fight. Divine Purpose is always worse than HA or SW and should never be used.
(T6 / L90) Healing/damage hybrid spells
Execution Sentence is the best single target damage (and healing) talent, but Light's Hammer could have a place depending on the fight and what your goals are. Default to ES for damage unless there's a want to do the AoE healing and damage from LH. Holy Prism eats too many GCDs to really be worthwhile.
(T7 / L100) Beacon modifiers
Saved by the Light is the only passive option on this row. All you have to do with Saved by the Light is toss Beacon of Light on one of the tanks and if you really care about maximizing the gains on this (it can be worthwhile to help prevent deaths) then you just switch Beacon to the other tank so they can get a shield. SbtL is also useful for helping yourself survive. Both Beacon of Faith and Beacon of Insight require healing to make use of, but since you're DPS that won't matter to you unless you are compelled to do some hybrid work.
Raid bosses:
Highmaul:
Kargath:
A great fight for Shockadin overall due to being single target. Berserker Rush can be a pain to deal with but Speed of Light will help with that. Just make sure to position yourself so you don't fall into a Tiger Pit or get hit by a Flame Jet and you'll be fine. This goes for any knockbacks and of course stay out of the Bileslinger and Bomber crap. Do not go into the stands for Chain Hurl since you don't have AoE DPS and you're not in healer mode.
Butcher:
Perfect fight for Shockadin. Entirely single target with little movement even on Mythic. You'll likely be part of the Bounding Cleave soak team because Holy is always flagged as range so stay out of melee. During the Frenzy at the last 30% you might want to use Light's Hammer to help out on the melee healing while still doing some sort of DPS, but the mana cost on it is high enough that it might not get used regularly on the fight.
Brackenspore:
A difficult encounter, but doable as Shockadin. You won't be able to damage both BS and the Flesh-eaters at the same time but you might be in range of the FFE to Rebuke them assuming mana is not a problem (and with the Rejuv shrooms done right it probably won't be). Mind Fungus are annoying but the usual raid stacking and moving or killing it when it pops up means it's not an issue. Spore Shooters can easily be intercepted by us and DP can be used to help lower damage from them since it's not physical damage, though the damage probably isn't enough to care too much about in the first place. Shockadins can handle the flamethrowers due to Speed of Light, being ranged, and being able to bubble off Infesting Spores in case they get to really high stacks. If you manage to get enough flamethrower buff stacks then you can pop AW and HA for some nice burst damage.
Tectus:
No. Don't even think about doing Tectus with Shockadin. You do not have the cleave damage necessary to be useful on this fight.
Twin Ogron:
Not recommended. The fight is entirely cleave which means you'll be stuck doing single target DPS.
Ko'ragh:
Great fight. Single target (you'll be able to ignore the little adds) means Holy can do the only DPS it's reasonably capable of. Since Shockadin is good at burst and does purely magic damage, when Ko'ragh's shield breaks you simply use AW and HA to excellent effect especially if you pop Bloodlust on the first shield break. As far as getting the Nullification Barrier to absorb orbs goes, Holy could probably do it if pressed but it's just better to use Hunters or other more mobile ranged DPS for them. You're here to nuke, not absorb nukes. For utility you can give the Nullification Barrier target a Beacon (make sure to set up who goes in first and switch Beacon to them before the boss's shield goes down) just in case they get below 30% health and trigger your SbtL.
Imperator Mar'gok:
Doable but you'll have issues during the add phases since AoE is usually wanted. You can focus down the mages though so save CDs for that.
Blackrock Foundry:
Gruul:
Single target with some movement. Holy will be fine here.
Ore gorger:
Pretty decent and fun fight overall. Stay out of the damaging ground crap for first phase and maybe use DivProt on the Acid Torrent if you care to. You can't damage more than one ore crate at once in the second phase but it's not a huge issue. The running around is annoying but manageable. The Earthshaking Collisions in the second phase are nature damage so DivProt will help lower damage from that if the phase goes on long enough for you to be worried about the hits.
Blast Furnace/Heart of the Mountain:
Haha, no. Lots of adds mean Holy will definitely suck on all difficulties.
Hans and Franz:
Not good for Holy. It's a cleave fight and there tends to be a lot of movement.
Flamebender Ka'graz:
Doable but a bit annoying. The initial cleave/multi-DoT to kill Aknor is pretty meaningless. The two Cinder Wolves are a bigger issue but if you and your raid are on top of things they should die fast enough that Holy's weaknesses won't be much of a drawback. The potential heavy movement can be a problem but Holy has enough tools and short enough casts that it can be handled fine.
Kromog:
Plenty doable. All single target with some movement and making sure you don't die to stupid stuff.
Beastlord Darmac:
Eh, it's doable for Shockadins. You can't do meaningful AoE to the little adds that spawn and if you have to help clean up the spears you're not doing any damage to the boss during those casts. That said, if the adds and spears are getting killed quickly by everyone else then it's entirely single target so you can work it. If you're saving Bloodlust for the last 40% of his health then the burst Shockadin does might be an asset but there's really not much to do.
Operator Thogar:
Large groups of adds means Shockadin should not be used.
Iron Maidens:
Doable, but it's a pain. Technically doesn't require cleave since the raid can get each of the admirals down to 25% one at a time then AoE, but it is quite helpful.
Blackhand:
Probably not. You might not have enough DPS on your own to be worth the DPS slot.